Scalable Rig -- help


#1

I’ve rigged a few (very few) characters, and I’m ready to learn a few new things. I want to learn how to create a scalable rig, but I haven’t been able to find any documentation/tutorials on it. I was hoping there’d be a couple of threads here about it, but I can’t find any. Does anyone know of where I could find some information on this? Are there any tips you could give me?

Thanks!


#2

hi PozestStar

I don’t think there is something special of doing scale-able rigs except if the rig’s are stretchy (Then there are some workarounds). But otherwise you just put all the joints and controlers and other stuff from the rig in a group and make you’r Master control to scale constraint that group. Just don’t put the binded geometry in the group cuz you’ll have double transformations…

Denis


#3

as mentioned except the stretchy rigs that need to have the scale of the main ctrller as an input of the stretch expression/nodes there’s not much to do.

I like to put my characters in the following way in the outliner:

[ul][li]CharacterName (group, locked in pos,scale&rotation, at 0 0 0 in the world)
[/li][list][li]Geo (group with all the referenced meshes)
[/li][li]RigSystem (group with joints, all controllers, all systems, including main ctrler that you scale)
[/li][/ul] [/list]

This way it’s clean, easy to pick up each character or their geo from the outliner (or from a set, which is handy) if you need to shade, or export mesh caches)


#4

Just to keep everything clean. When I make a rig, I put all the geo in a master geometry group and turn off the inherit transforms in it. That way nothing underneath it will act like its parented in the scene and everything stays tidy in the outliner. It saves having to use a scale constraint, so it keeps the rig just one constraint lighter. I usually keep everything grouped into systems and build up from there. This works pretty well for me and I build some pretty exotic rigs with the enhanced Ik methodology.


#5

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